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One SimCity Per Child

SimHacker writes "Electronic Arts has donated the original 'classic' version of Will Wright's popular SimCity game to the One Laptop Per Child project. SimCity is the epitome of constructionist educational games, and has been widely used by educators to unlock and speed-up the transformational skills associated with creative thinking. It's also been used in the Future City Competition by seventh- and eighth-grade students to foster engineering skills and inspire students to explore futuristic concepts and careers in engineering. OLPC SimCity is based on the X11 TCL/Tk version of SimCity for Unix developed and adapted to the OLPC by Don Hopkins, and the GPL open source code will soon be released under the name "Micropolis", which was SimCity's original working title. SJ Klein, director of content for the OLPC, called on game developers to create 'frameworks and scripting environments — tools with which children themselves could create their own content.' The long term agenda of the OLPC SimCity project is to convert SimCity into a scriptable Python module, integrate it with the OLPC's Sugar user interface and Cairo rendering library. Eventually they hope to apply Seymour Papert's and Alan Kay's ideas about constructionist education and teaching kids to program."

253 comments

  1. Awesome by TheGreatHegemon · · Score: 5, Interesting

    I remember I use to enjoy that game immensely when I was younger. I almost do believe it may very well help a person to develop their thinking abilities.

    1. Re:Awesome by superpulpsicle · · Score: 3, Funny

      It helps develop their thinking abilities. After all the Maxis buildings are replaced with EA buildings, signs, logos, skyscrapers. People will instantly know whos the man.

    2. Re:Awesome by ale_ryu · · Score: 1

      Agreed, I used to spend hours playing Sim city, my only concern is the graphical appeal of the game, I just hope they improve it a little because the game is waaaay to old and children may not like it as much as we did back then.

    3. Re:Awesome by Kouroth · · Score: 1

      Most of these children have probably never played a game before. Graphics matter little when you have nothing to compare against.

      --
      Thermal depolymerization - Lazy recycling.
    4. Re:Awesome by ale_ryu · · Score: 1

      How about the other games the OLPC comes with?

    5. Re:Awesome by PitaBred · · Score: 1

      I just played a lot of Super Mario Brothers 3 last night. It's still a great game, even if the graphics are a bit dated. Great games transcend the graphics. Oregon Trail would still be great for kids to play.

    6. Re:Awesome by X0563511 · · Score: 1

      Er, like what? Can you give us some examples?

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    7. Re:Awesome by mcrbids · · Score: 1

      You can still play it - FREE:

      http://simcity.ea.com/play/simcity_classic.php

      --
      I have no problem with your religion until you decide it's reason to deprive others of the truth.
    8. Re:Awesome by Anonymous Coward · · Score: 0

      How about adding SimEarth and SimLife to the package? That way they can play with the global climate, evolution, and fragile ecosystems along with cities.

    9. Re:Awesome by Kadin2048 · · Score: 1

      Yeah actually I think SimEarth would really be a nice one, since it sets the stage for a lot of science concepts that can be tough to get across to students in a traditional lecture. I've always thought it was a pretty neat program. And it'd be a neat way of giving kids who may have never had the opportunity to travel very far from their home, an idea of global ecosystems and of global-scale problems and relationships.

      I was never totally impressed with the original SimCity. I know that must make me some sort of soulless bastard, but I just never found the gameplay to be all that great. Now, SimCity 2000, that was a great game; a lot of the gameplay annoyances got fixed between the original and that one (and I spent untold hours playing it; it was in no way a kids' game, IMO). I don't know if they're still marketing the 2k version, but it'd be really nice if they open-sourced it. (Actually the engine could probably be reused for all sorts of other grid-based construction games.)

      --
      "Ladies and gentlemen, my killbot features Lotus Notes and a machine gun. It is the finest available."
    10. Re:Awesome by Anonymous Coward · · Score: 0

      SimCity 2000 is the best game ever created by man. I firmly believe this. I would kill to get a proper port of SimCity 2k for Linux. I have a boxed copy but have to run it in VMWare or similiar (I guess I could try the DOS version on DOSBox, but the DOS version sucked).

    11. Re:Awesome by tmasssey · · Score: 1

      I *just* started playing Oregon Trail II last night with my daughter. And it was still a lot of fun!

  2. Re:Linux?!? by EvanED · · Score: 2, Informative

    I know people don't read the article, but can we at least read the summary? It says it RIGHT THERE:

    "OLPC SimCity is based on the X11 TCL/Tk version of SimCity for Unix developed and adapted to the OLPC by Don Hopkins..."

  3. What's next? by Critical+Facilities · · Score: 1

    A targeted campaign to help develop observational skills and problem solving by packaging Myst with the XO? Sounds like the beginning of bloat to me.

    1. Re:What's next? by Stonent1 · · Score: 2, Informative

      Well SimCity certainly couldn't be much bloat. I ran it on a Tandy 1000 with a single disk drive and probably less than 640k.

    2. Re:What's next? by Critical+Facilities · · Score: 1

      I was thinking bloat more in the context of how much value does it really add, versus how many resources it consumes. I guess I just question how much actual learning comes from playing the game.

    3. Re:What's next? by DeepHurtn! · · Score: 2, Funny

      Buddy, it's *SimCity*. Hand in your Nerd Card at the door! ;p

    4. Re:What's next? by 4D6963 · · Score: 1

      I was thinking bloat more in the context of how much value does it really add

      What damn bloat are you talking about? All it takes is a few hundreds of kilobytes on the laptop's flash memory thing. That's what you're whining about? A few hundreds of kilobytes on a 1 GB (or was it 512 MB?) memory?

      --
      You just got troll'd!
    5. Re:What's next? by et764 · · Score: 1

      I played a lot of SimCity as a kid. I don't know of any way that I could quantify the educational value of the time I spent playing with it, but I wouldn't be surprised if it was about as educational to me as playing with Legos was. My gut feeling is this is worth it, especially given that by today's standards, the resources it requires are practically nothing.

    6. Re:What's next? by n+dot+l · · Score: 1

      but I wouldn't be surprised if it was about as educational to me as playing with Legos was. I agree. I never played the original - I got into the series starting with Sim City 2000 - but that pretty sums up my impression of it.

      Heck, they could even put SC2K on the XO, or at least make it available. If it runs on my four year old 32 MB pocket PC, it can fit on the XO.
    7. Re:What's next? by Constantine+XVI · · Score: 1

      SimCity is an educational game of sorts, and can be done in as little as 1101 KB (the size of SimCity on my m68k Palm-phone) Myst is a nice-looking clickfest that takes up an entire CD (and the XO only has 1 GB)

      --
      "I think an etch-a-sketch with an ethernet port would beat IE7 in web standards compliance."
    8. Re:What's next? by BeeRockxs · · Score: 1

      It can be done in less, I have SimCity for the C64.

    9. Re:What's next? by chthon · · Score: 1

      When I was looking for software for a ZX Spectrum emulator, I found SimCity for it. 42 K usable RAM.

    10. Re:What's next? by d34thm0nk3y · · Score: 1

      I was thinking bloat more in the context of how much value does it really add, versus how many resources it consumes. I guess I just question how much actual learning comes from playing the game.

      Exactly! They should strip out anything that has the possibility of being fun. That will definitely be a hit with the kids.

  4. Should make it DHTML by Anonymous Coward · · Score: 0

    EA already has a combination Java/Javascript version of the game online here: http://simcity.ea.com/play/simcity_classic.php

    The game lends itself well to semi-fixed graphics that update on a slower basis. So making the jump from Java/Javascript to 100% DHTML would be far less of a jump than going from the original code to Python.

    And don't worry about the saved games. It would be a perfect opportunity to put the Storage API (implemented in recent FireFox and SeaMonkey builds) to good use:

    http://www.whatwg.org/specs/web-apps/current-work/#storage

    1. Re:Should make it DHTML by MightyYar · · Score: 1
      Hmmmm...

      SimCity Classic Live requires Windows 95/98 or Windows NT with either
              Microsoft Internet Explorer 3.0 or higher
              or
              Netscape Communcator/Navigator 4.0 or higher.
      --
      W..w..W - Willy Waterloo washes Warren Wiggins who is washing Waldo Woo.
  5. Re:Linux?!? by alexbartok · · Score: 1

    Did you even read beyond the title? I wonder how you even managed to make it onto Slashdot...
    It was ported, and it says so right in the text...

  6. cruel and unusual by stormguard2099 · · Score: 5, Funny

    Is this to give the kids a virtual sense of what it's like to live in a 1st world country? "look at all of the nice luxuries you will never experience!" how about the irony of building a nuclear powerplant on a computer you have to handcrank?

    --
    http://greenobyl.com/ please.... think of the children!!
    1. Re:cruel and unusual by Anonymous Coward · · Score: 0

      It would be cruel and unusual for those kids to not know what a 1st world country looked like, because then they would not know what to work toward when they help develop their country.

    2. Re:cruel and unusual by Anonymous Coward · · Score: 0

      How is that ironic? Do you know the definition of irony?

    3. Re:cruel and unusual by Its_My_Hair · · Score: 2, Insightful

      In that case, maybe this is better suited? http://en.wikipedia.org/wiki/SimFarm

    4. Re:cruel and unusual by protactin · · Score: 1

      Also, there is no hand crank on the machine. It was an idea originally, but was not implemented.

      See: http://en.wikipedia.org/wiki/OLPC_XO-1#Intentionally_omitted_features

    5. Re:cruel and unusual by adisakp · · Score: 1

      Technically, the human-powered battery charger is now a pull-string, not a hand-crank.

    6. Re:cruel and unusual by dunng808 · · Score: 5, Insightful

      This comment is funny, but it relies on a common misperception that the poor kids for whom the OLPC was created have no idea what modern urban life is like. Most of them live in or in the shadow of large modern cities, Johannisberg, Kolkata, Rio de Janeiro, Jakarta, Manila, and Mexico City, just to name a few. They have plenty of opportunities to see modern life, they just don't have much opportunity to participate.

      Let me help you out with a simple analogy. You read slashdot, right? So, you have plenty of opportunities to see beautiful women, but all you get to do is watch, from a distance. That's why you bought that stick of Axe Deoderant.

      Now do you understand?

      --

      Gary Dunn
      Open Slate Project

    7. Re:cruel and unusual by Anonymous Coward · · Score: 0

      Is this to give the kids a virtual sense of what it's like to live in a 1st world country?

      At least they will learn to be thankful that they are missing out on maurauding godzillas, UFOs, microwave power-plant accidents and "We Love The Mayor" parades that last for months.

      Then again, I might be wrong about the last one...
    8. Re:cruel and unusual by mcvos · · Score: 1

      This comment is funny, but it relies on a common misperception that the poor kids for whom the OLPC was created have no idea what modern urban life is like. Most of them live in or in the shadow of large modern cities, Johannisberg, Kolkata, Rio de Janeiro, Jakarta, Manila, and Mexico City, just to name a few. They have plenty of opportunities to see modern life, they just don't have much opportunity to participate.

      For kids in big cities, yes, but about about those in subsaharan Africa? I've been to Mali, and that country has about a single tarmac road, and only government buildings in the capital have more than two floors. Villages in Dogon country have a single gas-powered fridge so they can sell Coca Cola and bottled water to tourists. I really wonder how those kids would react to building a giant city with skyscrapers, powerlines and a sewer grid (or was that SimCity 2000?).

    9. Re:cruel and unusual by rtb61 · · Score: 1
      Now there is a misconception, that the OLPC was only developed for poor kids. It is obviously the logical use in not only third world but also second and first world countries. Low cost, readily replaceable and providing all the power and usability required for children's educational programs all over the world.

      Now combine that with the open platform hardware and software design to ensure that a quality educational experience can be developed and shared upon a global basis and you have the opportunity to start sharing mutual under standing at an early age.

      Of course the side benefit is that you are also significantly reducing the cost of providing technological knowledge and education for everybody also is a plus. It is really good to see companies getting behind the concept and pushing it forward to the mutual advantage of us all.

      --
      Chaos - everything, everywhere, everywhen
    10. Re:cruel and unusual by KDR_11k · · Score: 1

      For that matter I hope it's the CD version with the video cutscenes on certain events.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    11. Re:cruel and unusual by hedleyroos · · Score: 1

      It's Johannesburg FYI, and I don't think the OLPC is aimed at South Africa but rather fully third world countries. I use the term "fully" because SA is for the most part first world with a generally healthy economy and enough funds to help the poor.

      That doesn't mean I think SA would not appreciate the PC's, I just think the rest of Africa needs it much more.

    12. Re:cruel and unusual by Mysticalfruit · · Score: 1

      That was simcity2000. Simcity is perfect for these kids.

      What I like about putting simcity on the OLPC is that a game like that teaches practical problem solving. When it's all said and done, education is about giving people mental tools to solve problems.

      I think this is a great idea, my only fear is that teachers receiving these OLPC's won't grasp what skills this game helps nurture and will see it as a distraction.

      --
      Yes Francis, the world has gone crazy.
    13. Re:cruel and unusual by Anonymous Coward · · Score: 0

      Ha! Your analogy is complete and utter hogwash; believe it or not there are members of slashdot who the opposite sex find attractive.

      And trust me, I don't need the axe deodorant...they come after me anyways.

  7. Great... by pwnies · · Score: 5, Funny

    Great, now all the kids in third world countries are going to think that western cities are subject to alien attacks if you type "cass" more than 3 times.

    1. Re:Great... by SimHacker · · Score: 1

      The new SimCity easter egg is now "olpc". There are a few more but you have to read the source code to find them.

      -Don

      --
      Take a look and feel free: http://www.PieMenu.com
  8. Re:Linux?!? by c_forq · · Score: 1

    I remember SimCity on the Amiga, and accoring to Wikipedia its been on OS/2, MacOS, SNES, Acorn, BBC Micro, GBA, Linux, Playstation, ZX Spectrum, and many more.

    --
    Computers allow humans to make mistakes at the fastest speeds known, with the possible exception of tequila and handguns
  9. Really now..-Wants and needs. by Anonymous Coward · · Score: 1, Funny

    "We're trying to raise these kids out of poverty/third world squalor and ignorance."

    Maybe we should ask were the OLPC project and Simcity falls on Maslow's hierarchy of needs?

  10. Re:Linux?!? by $RANDOMLUSER · · Score: 3, Funny

    Aw, don't be rude. He's a headkase.

    --
    No folly is more costly than the folly of intolerant idealism. - Winston Churchill
  11. not much of a donation by Pvt.+Cthulhu · · Score: 0, Redundant

    isnt SimCity classic abandonware? should be free to download if you want.

    1. Re:not much of a donation by __aardcx5948 · · Score: 2, Insightful

      Abandonware doesn't in any way mean it's free..

    2. Re:not much of a donation by Pvt.+Cthulhu · · Score: 1

      but its no longer protected by the ESA

    3. Re:not much of a donation by SimHacker · · Score: 4, Insightful

      SimCity isn't abandonware, and even if it were, you couldn't distribute or run it on the OLPC, for technical and legal reasons. The point is to extend and adapt the open source code for the needs of education, not just run the old version under an emulator.

      -Don

      --
      Take a look and feel free: http://www.PieMenu.com
    4. Re:not much of a donation by Kalriath · · Score: 1

      Not true. Even Home of the Underdogs wont touch ESA stuff (Abandonware or no) because if they do, they get hit with a DMCA takedown. It's not free, it's still protected, and it's technically still piracy. If you applied that logic, people would go around pirating Commander Keen, calling it perfectly legit, and iD would not have bothered making it available again on Steam. As an example, of course.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
    5. Re:not much of a donation by Pvt.+Cthulhu · · Score: 1

      what's that? i cant hear you over the sound of SimCity Classic, courtesy of the Underdogs.

      http://www.the-underdogs.info/game.php?gameid=4642

    6. Re:not much of a donation by Kalriath · · Score: 1

      The plural of anecdote is not fact.

      The vast majority of ESA titles (sometimes they make it through, usually they disappear quickly) simply have a message saying that because it's an ESA title, they wont carry it.

      Good on you if you can find one of the exceptions though.

      --
      For a site about things like basic rights, Slashdot users sure do like to censor "dissent".
  12. Too Late... by p0tat03 · · Score: 4, Insightful

    I see I'm too late to beat our cynical Slashdotters to the punch. Instead of complaining about how evil EA is, and what kind of ulterior motives they may have, can we simply not recognize this as a net Good Thing? I know I learned a lot of planning for the future, fiscal management, and balancing multiple (sometimes conflicting) priorities while still achieving overall success, from that game as a child. Technical issues aside from making the game run, this will be a great gain for OLPC users.

    1. Re:Too Late... by jhines · · Score: 1

      Sure is a better choice than GTA, or a shooter, etc.

      Be cool if they could link to others playing, as neighboring cities.

      The possibilities of edu-tainment are unlimited.

  13. Do we want a world full of jerks? by Debello · · Score: 5, Funny

    When I first got my copy of Sim City years ago, I was such a jerk as a mayor. I had a damn fine city. No crime, no pollution, no trash, no fires, no NOTHIN'. It was the perfect city. I always managed a surplus, and the city could keep growing and growing. My excellent management skills made sure everything was compact and efficient. I was extremely creative in my infrastructure. I was also a jerk. When I realized that I was doing TOO good of a job, I decided, "That's it. This is boring. I'm going to be a jerk." So I started putting airports right smack in the middle of residential sectors, putting a single factory in the middle of a commercial district, making roads that could easily go straight zigzag, and making huge detours when I could easily put an inter-section. I also raised taxes as high as possible without having people get too mad. The power was really, really fun. Now, do we want a world full of egotistical ten years who are jerks to those who follow them "Just 'cause." I think not!

    1. Re:Do we want a world full of jerks? by Anonymous Coward · · Score: 0

      why should you have all the power?

    2. Re:Do we want a world full of jerks? by nomadic · · Score: 1

      I also raised taxes as high as possible without having people get too mad.

      I used to raise taxes to like 99% one year, then down to 1% the next year. I thought people my people would be mad, but only for a year at a time. Didn't work so well.

    3. Re:Do we want a world full of jerks? by Anonymous Coward · · Score: 0

      Sounds like the US Congress.

    4. Re:Do we want a world full of jerks? by calebt3 · · Score: 3, Funny

      Because he was root.

      Oops, wrong OS.

    5. Re:Do we want a world full of jerks? by lgw · · Score: 4, Funny

      Wait, wait, when did you become the mayor of San Jose?

      --
      Socialism: a lie told by totalitarians and believed by fools.
    6. Re:Do we want a world full of jerks? by XHIIHIIHX · · Score: 1

      WHAT AS OPPOSED TO WHAT WE HAVE NOW? the quick brown fox jumps over the lazy lameness filter.

    7. Re:Do we want a world full of jerks? by Opportunist · · Score: 1

      You know, with this kind of thinking and experience you'd probably have a great career in public transport.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    8. Re:Do we want a world full of jerks? by Plaid+Phantom · · Score: 1

      I suspect that the game simply brings out one's inner jerk as opposed to creating one. Would you rather all these ten-year-old jerks be unleashed on Halo, or would you rather they spend their time on SimCity?

      --
      All comments are properties and trademarks of the voices in my head. Not like I'm gonna claim them.
    9. Re:Do we want a world full of jerks? by Anonymous Coward · · Score: 0

      Yeah. The designers of the game knew about that and designed around it. Tax happiness is based on an exponentially weighted running average. Pass, say, 15% for a year and it takes a lot of low tax time to recover. Taxing at 99%? You're fucked forever.

  14. Brilliant! by machinelou · · Score: 1

    The potential implications for Linux (or, open-source operating systems) in the desktop market, as a result of OLPC, have just been made clear to me.

    Increased user base
    Increased demand for applications and games
    Increased demand for supported hardware

    It's brilliant!

    1. Re:Brilliant! by Anonymous Coward · · Score: 0

      Increase number of potential off shore developers ...

    2. Re:Brilliant! by bh_doc · · Score: 1

      Microsoft have noticed.

  15. EA Not Being Evil for a Change by hardburn · · Score: 4, Interesting

    Of late, it seems that EA is cleaning itself up. I between screwing up C&C: Generals (a patch for the expansion left the game in a broken state for a few years), employee mistreatment, and generally writing mostly shovelware franchise titles like Madden, I had been boycotting them. But now I think they deserve another chance because:

    1. Spore
    2. Give away the original C&C
    3. Made a C&C game that actually has a story connected to the rest of the C&C games
    4. One of the first developers to realize the Wii had potential

    So while I'm still keeping a close eye on them, they've at least convinced me that their games are worth buying.

    --
    Not a typewriter
    1. Re:EA Not Being Evil for a Change by rpillala · · Score: 2, Interesting

      I've been reading Good to Great, and I think EA's acquisition of Bioware is interesting. Bioware not only makes good games, but they also develop some interesting engine technology. For example their infinity engine was used by a number of other games and recently we read that Mass Effect's chat system will be used in other EA titles. It seems like a more sensible acquisition to buy a company for their catalog and game tech expertise than to do it just to exploit the popularity of certain games. It could be that EA is quietly changing. I don't follow the games industry closely enough to make the statement for certain, but it does seem like something is different.

      One of the main questions a good company should answer to become great is "what can we do better than anyone else?" If someone has found the answer to this at EA and is doggedly pursuing it, your list and this recent simcity move could be part of a bigger transition.

      --
      When the axe came to the forest, the trees said, "Look out - the handle was once one of us."
    2. Re:EA Not Being Evil for a Change by TorKlingberg · · Score: 1

      The three first make sence, but "realize the Wii had potential"? That's just commercial thinking, nothing noble about it. Microsoft and Sony may be big bad guys, but Nintendo have never been any less evil. Just smaller. Nintendo have been very hard on modders and independent game makers historically.

    3. Re:EA Not Being Evil for a Change by Schnapple · · Score: 1
      Made a C&C game that actually has a story connected to the rest of the C&C games
      Not sure if you're aware, but C&C games have three "universes", Tiberian, Red Alert and Generals. So the reason that, say, Red Alert had nothing to do with C&C1 was because they were in different universes.

      But yeah the fact that C&C3 is the first RTS in the original universe since Tiberian Sun (technically C&C2) is pretty cool
    4. Re:EA Not Being Evil for a Change by ilovepolymorphism · · Score: 1

      C&C and Red Alert might be different "Universes" but they were related universes. General's is just out there. And if my memory serves me correctly(and it may not), I don't recall any of the westwood employees saying they were different universes or they weren't going to try to bridge them until around the time of Red Alert 2.

    5. Re:EA Not Being Evil for a Change by hardburn · · Score: 1

      The first Red Alert was a direct predecessor to C&C1. Kane and Nod were working the USSR in the background the whole time (explicitly shown during the Russian campaign). Red Alert 2 does go off on a totally different tangent, though (a sort of alternate-alternate universe).

      --
      Not a typewriter
    6. Re:EA Not Being Evil for a Change by Anonymous Coward · · Score: 0

      But they also pushed Hellgate: London out way too early resulting in an atrocious game until major patching is done - I doubt the early release was the fault of Flagship Studios (the developer).

      OTOH, they also OKd Warhammer Online to be bushed back at least two quarters to ensure it will be "ready" upon release.

      Evil? Not evil?

    7. Re:EA Not Being Evil for a Change by hkBst · · Score: 1

      > 2. Give away the original C&C

      I don't see any source code anywhere. Without source code what good is it?

    8. Re:EA Not Being Evil for a Change by Mordaximus · · Score: 1

      Naw, everything old is new again.

      Look at Origin Systems, Bullfrog, Jane or any of the once great companies that had great games and great tech, and were eventually gutted, discarded and forgotten.

  16. Two things... by Arthur+B. · · Score: 1

    - Will it work on a black and white screen when the color codes are so important
    - What about the open source lincity ?

    --
    \u262D = \u5350
    1. Re:Two things... by protactin · · Score: 2, Informative

      The black and white mode is generally used for reading, or for use in direct sunlight.

      The screen will also do colour.

      See: http://en.wikipedia.org/wiki/OLPC_XO-1#Display

    2. Re:Two things... by njfuzzy · · Score: 2, Informative

      The original SimCity was black and white. I used to play it on a Mac Plus.

      --
      My Photography - http://ian-x.com
      The Deathlings (comic) - http://thedeathlings.com
    3. Re:Two things... by grumbel · · Score: 1

      ### What about the open source lincity?

      Lincity is rather useless as an educational tool and has a pretty weird ruleset to begin with (i.e. certain types of houses 'kill' people, instead of provide housing). It doesn't really hold a candle against Simcity which is much easier to understand (i.e. it follows logic), provides much more depth and is just the better game.

    4. Re:Two things... by KDR_11k · · Score: 1

      (i.e. certain types of houses 'kill' people, instead of provide housing)

      So it's a game about Nazi Germany?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  17. sim by stoolpigeon · · Score: 1

    sim city was great. sim city 2000 was awesome. sim ant was pretty fun, had some really humorous moments. sim farm was tough. every farm i built went bankrupt except almond farms. maybe it was too realistic. sim life was cool as far as i could tell, it really taxed my pc at the time.
     
    i still have the floppys, manuals and boxes for all those games. top quality stuff, i don't think you see materials of that quality any more when it comes to games.

    --
    It's hard to believe that's how Micronians are made. Why don't we see it right now by having you both kiss one another?
    1. Re:sim by boyter · · Score: 2, Insightful

      The trick to sim farm was plant 4 crops of strawberries. Then keep buying land till you have 8 crops of them. Finally convert all of them to oranges. They have the advantage of only needing to be sprayed once every now and then, and having the crop sell for a bucketload of money. Using that strat you can easily beat the game and start planting whatever the hell you want.

    2. Re:sim by MBCook · · Score: 1

      The old games were great.

      For SimFarm (a game I sunk way too many hours into) the secret was: oranges.

      They fetched a high price, were pretty disease resistant, didn't need too much care, didn't have to be flooded, etc. You had to import them (there was a menu item for changing the possible crops) but once you did... moolahville.

      Without changing the default crops I went for strawberries. They loved to get diseased and needed watching, but they were worth a bunch.

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    3. Re:sim by stoolpigeon · · Score: 1

      almonds were kind of like that. it was fun to watch the truck loads of laborers come in and pick them. and it wasn't too hard to build up enough cash to play around. get a crop duster and fly around, buy animals and let them go hungry until they broke out of their pens and caused trouble, etc.

      --
      It's hard to believe that's how Micronians are made. Why don't we see it right now by having you both kiss one another?
  18. SimCity not all that constructionist... by Anonymous Coward · · Score: 5, Interesting
    A lengthy mailing list post from Alan Kaye, one of Papert's colleagues, raises the possibility that SimCity is not as constructionist as it seems at first glance:

    SimCity is similar but more pernicious. It is a black box of "soft
    somewhat arbitrary knowledge" that the children can't look at,
    question or change. For example, SC gets the players to discover that
    the way to counter rising crime is to put in more police stations.
    Most anthropologists, sociologists, psychologists, and economists
    would disagree violently. Alternate assumptions can't be tried, etc.
    This particular version of SimCity may be different, though, because it is open source. However, the children won't be able to truly experiment with it on the XO laptops until it is converted to Python, since the XO laptops don't ship with a C compiler (and children probably aren't going to pick up C easily, anyway).
    1. Re:SimCity not all that constructionist... by Serhei · · Score: 2, Informative

      It is going to be converted into an easily hackable form. There are literally dozens of various ideas over how to modify the source floating around the mailing lists already, and most of them involve allowing the user to actually look at the underlying game mechanics.

    2. Re:SimCity not all that constructionist... by PapayaSF · · Score: 1

      For example, SC gets the players to discover that the way to counter rising crime is to put in more police stations.

      That is at least arguable, but there was an even worse one I remember: once a city got to a certain size, the only way to end citizen complaints about traffic was to convert 100% of the roads into mass-transit rail lines! I had a hard time imagining deliveries to supermarkets, or people moving households, or buying new refrigerators, all via commuter rail....

      --
      Q: What does the "B." in Benoit B. Mandelbrot stand for? A: Benoit B. Mandelbrot
    3. Re:SimCity not all that constructionist... by ramul · · Score: 1

      and importantly theres a broader goal of 'keeping crime down' in play

    4. Re:SimCity not all that constructionist... by QuantumG · · Score: 1

      Yeah, for example, you can't try raising the minimum wage, or improving social security, to see what effect that has on crime, and the economy.

      That would be too political.

      --
      How we know is more important than what we know.
    5. Re:SimCity not all that constructionist... by Endymion · · Score: 1

      while it would be interesting to have a sim-game that let you try other theories (later versions of Sim-City were a bit better at allowing alternate construction methods, and the Civ games were pretty good about it), I think it's important to remember that everything in Sim-City is very archetypal. You don't build business in the game, you just put "commercial districts" in. I was even surprised in SC2000 when you could even decide between low and high density housing.

      I think things like the hospitals and police stations can be seen as a more general icon of "investing in the crime problem", etc. Like, you don't deal with pollution directly either, but only at broad strokes of where you place heavy industry/etc. The game is too high-level for the kind of detail you are talking about.

      For things like "raising the minimum wage", how would you model that? You mandate it, residential districts get more popular, commercial districts less? Would it affect your tax income? I really think that's way too complicated for the game. Even on the subject of "tax" it's just a summary number iconic of all the taxes a city has.

      If you are worrying that people are getting taught ideas that the only solution to crime is to turn into a police state, that's pretty paranoid...

      --
      Ce n'est pas une signature automatique.
    6. Re:SimCity not all that constructionist... by MrNonchalant · · Score: 4, Funny

      Most anthropologists, sociologists, psychologists, and economists would disagree violently.
      So the way to counter rising crime is to lock up all the anthropologists, sociologists, psychologists, and economists?
    7. Re:SimCity not all that constructionist... by metasj · · Score: 1

      The point is indeed to make a Python port for hackability; at the same time there is internationalization work to be done. And there are interesting networking and customization features that have been suggested (some of which Don has worked on in previous versions). EA's open sourcing of the Linux port was a crucial first step.

      SJ

      --
      SJ on en:
    8. Re:SimCity not all that constructionist... by Anonymous Coward · · Score: 0

      For example, SC gets the players to discover that the way to counter rising crime is to put in more police stations. Most anthropologists, sociologists, psychologists, and economists would disagree violently. And yet, actual real-world data shows the single most reliable way to reduce crime is to hire more police and put them on the streets, while fighting the "root causes" enumerated by "most" anthropologists, sociologists, psychologists, and economists consistently fails.

      That SimCity doesn't adhere to the faith-based dogma that dominates the cargo-cult religions that squat in our universities under the pseudonym "social sciences" is as perfectly appropriate as the failure of SimEarth to adhere to the dogma of "creation science".
    9. Re:SimCity not all that constructionist... by Anonymous Coward · · Score: 0

      I had a hard time imagining deliveries to supermarkets, or people moving households, or buying new refrigerators, all via commuter rail...
      Well the supermarket and delivery ones could be solved. It's the same way they get food to war-torn countries and the same way they got supplies to West Germany back in the day. Airdrops.

      Moving would be a bit more complicated...perhaps helicopter rentals?
    10. Re:SimCity not all that constructionist... by PracticalM · · Score: 1

      The issue is not that adding police stations to reduce crime leads to a police state, but that a true constructivist approach doesn't have 1 solution to a problem.

      SimCity's model isn't complex enough to be truly constructivist. It has the appearance of constructivist thinking but not deep enough to be a full constructivist program. I know that I grew tired of SimCity because there were many optimal city end results and cities started behaving alike. It made all the SimCities feel familiar even if they were different in look.

      I find the same problem with the Sims. And Will Wright even talked about it at some conferences that most Sims follow the same spiral of behavior. That seems more like a bug than a feature.

    11. Re:SimCity not all that constructionist... by The+Cydonian · · Score: 1

      I had a hard time imagining deliveries to supermarkets, or people moving households, or buying new refrigerators, all via commuter rail....

      There are some commute options (don't mind the glitzy colours there) that apparently support cargo as well.

    12. Re:SimCity not all that constructionist... by Anonymous Coward · · Score: 0

      The answer is "the minimum wage has zero effect on crime". The only government actions that have been empirically shown to have any effect on crime rates are varying the number of police on the streets and varying the length of incarceration of criminals. Reduce police, crime goes up; increase police, crime goes down. Reduce prison time, crime goes up; increase prison time, crime goes down. The belief that you can reduce crime rates through policies that target economic "root causes" is as well-founded -- and, unfortunately, is as hard to eradicate -- as beliefs in astrology, creation science, homeopathy, and faith healing. Material poverty and street crime are correlated, yes, but only insofar as the same people who are shortsighted enough to think that street crime pays are likely to make other shortsighted choices that lock them into poverty.

      Seriously. It's easy to extract the effects of changing numbers of police or average terms of incarceration on crime rates; you get consistent, reliable, statistically-significant numbers. It's similarly easy to show that changes in the poverty rate, in average wages, in bottom-quintile wages, in availability of poverty relief, or the like have no discernible effect on poverty. But like the faith of creationists, like the faith of the clergymen who insisted that the Sun orbit the Earth, the faith of "root-cause" believers refuses to retreat in the face of mere fact. How dare reality contradict their beliefs?

    13. Re:SimCity not all that constructionist... by dryeo · · Score: 2, Insightful

      I guess this is the reason that the US of A has the highest ratio of police to civilians in the world, as it gives them the lowest crime rate in the world.

      --
      https://en.wikipedia.org/wiki/Inverted_totalitarianism
    14. Re:SimCity not all that constructionist... by QuantumG · · Score: 2, Funny

      So what you're saying is that you're american.. we get it.

      --
      How we know is more important than what we know.
    15. Re:SimCity not all that constructionist... by Richard+W.M.+Jones · · Score: 1

      It is a black box of "soft somewhat arbitrary knowledge" that the children can't look at, question or change.

      SimCity has an interesting American bias that you probably wouldn't get unless you live in Europe. Try setting taxes in SimCity to somewhere below a European level -- eg. 20-25% -- and your cities literally fall into ruins. Well, I'm in Europe now, taxes above that, and the cities seem to be thriving.

      Rich.

    16. Re:SimCity not all that constructionist... by mcvos · · Score: 1

      For example, SC gets the players to discover that the way to counter rising crime is to put in more police stations. Most anthropologists, sociologists, psychologists, and economists would disagree violently.

      If they disagree too violently, we'll need more police stations.

    17. Re:SimCity not all that constructionist... by mcvos · · Score: 1

      SimCity has an interesting American bias that you probably wouldn't get unless you live in Europe. Try setting taxes in SimCity to somewhere below a European level -- eg. 20-25% -- and your cities literally fall into ruins. Well, I'm in Europe now, taxes above that, and the cities seem to be thriving.

      Income is usually taxed by the state, not the city. I've always assumed the taxes in SimCity were some kind of city tax.

    18. Re:SimCity not all that constructionist... by mcvos · · Score: 1

      And yet, actual real-world data shows the single most reliable way to reduce crime is to hire more police and put them on the streets, while fighting the "root causes" enumerated by "most" anthropologists, sociologists, psychologists, and economists consistently fails.

      Not really. The problem is that fighting root causes takes a lot more time, whereas hiring more police has an immediate effect. And politicians aren't exactly know for their long term planning. But if you compare crime rates per country with the minimum standard of living, there's a clear correlation.

      There are different kinds of crime, and different reactions to poverty, but there certainly is a category of crime that's caused by poor people seeing crime as the only way to get ahead. If you can't get a job, or the only job you can get pays too little (by whatever standard), and you see other people who do have money, well, you've got little to lose and a lot to gain. This effect is increased by seeing successful criminals flaunt their wealth. So it certainly helps to have police locking up criminals and taking away their ill-gotten gains, but when the poor, potential criminals still don't have other options, they may still still take the risk.

      See, it's a combination of factors. There's no silver bullet. People like silver bullets, but they just don't work.

    19. Re:SimCity not all that constructionist... by KDR_11k · · Score: 1

      I once tried using only rail in Sim City CD edition and my advisor complained that I didn't have enough roads.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    20. Re:SimCity not all that constructionist... by lrohrer · · Score: 1

      Yes, I agree several of the SimCity versions I've played lock you into a biased vision of solving societal problems.

      Why not build churches to combat crime?!!! How about forcing people to stay married -- the biggest real world problem with (our) society.

      Further SimCity forces a massively socialized --(ie socialism) view point on the world. One controller --You-- but one controller still.

      blah rant blah rant ...

    21. Re:SimCity not all that constructionist... by sabrebutt · · Score: 1

      I've never laughed so hard as to cause people to wonder in to my office to see if everything is ok.

    22. Re:SimCity not all that constructionist... by Anonymous Coward · · Score: 0

      Well, if only Americans are competent to do statistics, I guess I must be one.

      Seriously, this stuff has been studied to death, and the evidence is there for anyone willing to look at it. You can always do the naive analysis that since criminals tend to be poor, poverty causes crime. You can extract an economic policy effect in cross-national studies, which is only significant if you assume that all the other factors that are inconstant across different countries have no effect on crime rate. If you try anything else -- say, looking at crime rates in the same locality over time -- you find no economic policy factor that survives a chi-square test. But try either police-on-the-street and length-of-sentence in a locality over time, and you get statistically significant correlations.

      Now, obviously there are social factors that are at work behind the inter-country differences in crime rate once you hold even for police presence and length of sentence. But nobody has any evidence that government policy proposals based on those theorized factors work. It might be interesting to know that replacing all the U.S.'s population with Swedes would reduce American crime rates with all other factors held equal, but we don't have any idea how to make Americans into Swedes. Similarly, psychologists have found exactly one reliable method of reducing the chance that a child born into a high-crime demographic will grow up to be a criminal; seize the child and have him either adopted by a low-crime demographic family family or raised in an orphanage. I'd suggest that aside from the moral dimension, trying to implement a general government policy of seizing the children of the high-crime demographics would provoke riots.

      Trying to reduce crime by raising the minimum wage? Might as well try transcendental meditation or voodoo. You'll get the same results.

    23. Re:SimCity not all that constructionist... by SimHacker · · Score: 1

      You are totally talking out of your ass, and you're afraid to post that tripe under your own name, because you know you don't have a leg to stand on, and can't support your side of the argument with verifiable facts. Why don't you sign into Slashdot under your real name, and post some references to back up the ridiculous claims you're making? Just because you say it but won't sign your name to it, doesn't mean it's true.

      -Don

      --
      Take a look and feel free: http://www.PieMenu.com
    24. Re:SimCity not all that constructionist... by SimHacker · · Score: 1

      I like the idea of forcing people to stay married, as long as you let gays get married and force them to stay that way too. Let's start with the current crop of Republican presidential candidates. Disqualify all the ones who've been divorced, and all the ones who are secretly gay, and you wouldn't have any Republican presidential candidates left!

      -Don

      --
      Take a look and feel free: http://www.PieMenu.com
    25. Re:SimCity not all that constructionist... by SimHacker · · Score: 1

      More great stuff from Alan Kay:

      Hi Don --

      I'm writing to applaud you for your plans to reimplement SimCity for children on the OLPC.

      My main complaint about this game has always been the rigidity, and sometimes stupidity, of its assumptions (counter crime with more police stations) and the opaqueness of its mechanism (children can't find out what its actual assumptions are, see what they look like, or change them to try other systems dynamics).

      So I have used SimCity as an example of an anti-ed environment despite all the awards it has won. It's kind of an air-guitar environment.

      In the past, I tried to get Maxis to take the actual (great) educational possibilities more seriously, but to no avail.

      Going to Python can help a few areas of this, but a better abstraction for the heart of Sim-City would be a way to show its rules/heuristics in a readable and writable form. Both of these could be stylized to put them in the child's own thinking and doing world. For example, just the simple route of making a drag and drop scripting interface for Etoys allows children to make very readable and writeable scripts and helps the children concentrate on what they are trying to do. A carefully designed object system (that is filtered fro children) can expose the environment so they can really think about it.

      I'm not at all suggesting that Etoys be used here, but I am suggesting that some deep design be done to come up with a "behavior modification interface" that allows real creativity on the part of the children. So it is much more than stringing black boxes together or having to deal with fragile procedurals.

      I sense that you have some interests in making SimCity really a microworld for children's learning and exploration from reading your webpage.

      Children in 4th - 6th grade can do a lot here if they are given a good UI and tools. So, we could think of part of this project as a "pre-Python" UI.

      Scalability and non-scalability of ideas are interesting. Rocky's Boots is still one of the best ever games that provide profound learning experiences. The extension of this to Robot Odyssey didn't work because the logic and wires programming didn't scale well enough -- the bang per effort dropped off precipitously. I was Chief Scientist at Atari at that time (Warren Robbinet worked for me) and I worked with TLC to try to get them to realize that something like Logo, or even better, a rule-based robot programming system, was needed. The failure of Robot Odyssey really pained me because I thought that the concept of this game was one of the best ever (still is). But it just needed a much better notion of how the children were going to program the robots. I think the same goes for SimCity.

      Cheers,

      Alan

      --
      Take a look and feel free: http://www.PieMenu.com
    26. Re:SimCity not all that constructionist... by SimHacker · · Score: 1

      I replied to Alan Kay:

      I'm with you completely! Here are a couple messages I posted in the Slashdot discussion "One SimCity Per Child": http://games.slashdot.org/article.pl?sid=07/11/08/200234

      Here's a great article, too!

      http://arstechnica.com/news.ars/post/20071110-original-sim-city-donated-to-one-laptop-per-child-project.html

      -Don

      He replied:

      Thanks very much Don!

      A truly great opportunity here I think.

      I wonder if it would be possible for you to orthogonalize the "world environment objects" from the control environment drivers so that a variety of people could try to make "interactive brains" for SimCity. (Perhaps on the OLPC, the DBus could be used to connect the two.) This would allow many different ideas to be explored for how different ways and different ages of children could control this game.

      For example, I have a grad student (Alex Warth, a fulltime researcher at Viewpoints) who is the best I've worked with in at least 20 years. He has been implementing many languages with a deep meta system he has built. I would love to get him started on trying one version of a language and interface for children to see and put in new rules. It would be great if others did this also. These control modules could be either loaded with SimCity, or more safely, could be in a separate address space and act as an intermediary between users and the rest of the game.

      It would be terrific if others tried to do their own modules, just as you stated in your plans. A little friendly design and implementation rivalry would be great for the kids (and we would all learn a lot also). (Do you know of Mike Genesereth's Game Competitions that he runs from a Stanford website? He basically supplies game environments and grad students around the world write programs that try to learn and play the game against each other. Similarly, SimCity is a very rich game environment and could attract lots of very smart designers to make it more extensible and malleable.

      To get Alex started, we would need to articulate and list the "rules, heuristics, etc." that the classic SimCity uses. I don't know what form these are in, but I'll bet they look nicer in the reimplementations you've done than in the original game. You probably understand them better than anyone. In any case, if you are interested in this, Alex and I could come visit you (where are you?) and try to pick your brains about ways to give form to these rules that make sense in the world of relatively young children.

      Cheers,

      Alan

      --
      Take a look and feel free: http://www.PieMenu.com
    27. Re:SimCity not all that constructionist... by SimHacker · · Score: 1

      I replied to Alan Kay:

      I'm thrilled to be working with you!

      The rules are written in C, which I have ansified and cleaned up a lot, but not fundamentally changed. The first step would be to write a roadmap and documentation, which I've started in a skeletal form. One necessary step is to convert the C code to C++ so it's possible to define clean interfaces between software modules, and make multiple instances of the simulator that don't interfere with each other, as well as easily interfacing it to Python using the SWIG interface generator. That should be done in a language-neutral way, so you could plug the simulator engine into many different languages and programming systems. Then more work needs to be done to open it up, and make it re-vectorable (plug-ins, events, callbacks, hooks, aspect oriented programming, etc), so you can replace and extend the various modules with the host language(s), eventually re-implementing most if not all of SimCity in another language.

      -Don

      --
      Take a look and feel free: http://www.PieMenu.com
    28. Re:SimCity not all that constructionist... by Sr.+Zezinho · · Score: 1

      Sources, please.

      --
      os trabalhos e os dias: http://zmoreira.net
  19. Re:Linux?!? by Anonymous Coward · · Score: 0

    Is that Germglish for Head Cheese? Because ick.

  20. Great! by bobcat7677 · · Score: 3, Funny

    Now the kids will have something to keep them occupied during the times they can't access the internet to download their porn. Reference: http://hardware.slashdot.org/article.pl?sid=07/07/21/1353241

  21. Re:Bill Gates says: by Leffe · · Score: 1

    fork();

  22. Re:Bill Gates says: by Jugalator · · Score: 1

    Actually, do you know about Windows Vista Starter Edition?

    Even funnier, it's intended for markets like these.

    Here's the info: http://news.softpedia.com/news/Windows-Vista-Starter-Edition-in-Images-57484.shtml

    --
    Beware: In C++, your friends can see your privates!
  23. More SimCity links by SimHacker · · Score: 5, Informative

    I ported the Mac version of SimCity to SunOS Unix running the NeWS window system about 15 years ago, writing the user interface in PostScript. And a year or so later I ported it to various versions of Unix running X-Windows, using the TCL/Tk scripting language and gui toolkit. Several years later when Linux became viable, it was fairly straightforward to port that code to Linux, and then to port that to the OLPC.

    SimCity Info
    http://www.art.net/~hopkins/Don/simcity/index.html

    Video Tape Transcript of Toronto Usenix Symposium Keynote Address
    http://www.art.net/~hopkins/Don/simcity/keynote.html

    Video Tape Transcript of HyperLook SimCity Demo
    http://www.art.net/~hopkins/Don/simcity/hyperlook-demo.html
    HyperLook SimCity Demo Video
    http://www.donhopkins.com/home/movies/HyperLookDemo.mov

    Video Tape Transcript of X11 SimCity Demo
    http://www.art.net/~hopkins/Don/simcity/x11-demo.html
    X11 SimCity Demo Video
    http://www.donhopkins.com/home/movies/X11SimCityDemo.mov

    Linux SimCityNet Demo Video
    http://www.donhopkins.com/home/movies/SimCityNetDemo.mov

    Cellular Automata in SimCityNet on Unix Video
    http://www.donhopkins.com/home/movies/CellularSimCity.mov

    Unix World 1993 Review of SimCity
    http://www.art.net/~hopkins/Don/simcity/simcity-review.html

    Multi-Player SimCity for X11 Announcement
    http://www.art.net/~hopkins/Don/simcity/simcity-announcement.html

    SimCityNet: a Cooperative Multi User City Simulation
    http://www.art.net/~hopkins/Don/simcity/simcitynet.html

    SimCity-For-X11.gif : Screen shot of SimCity running on X11.
    http://www.art.net/~hopkins/Don/simcity/SimCity-For-X11.gif
    SimCity-Indigo.gif : Multi player X11 SimCity running on an SGI Indigo.
    http://www.art.net/~hopkins/Don/simcity/SimCity-Indigo.gif
    SimCity-NCD.gif : Multi player X11 SimCity running on an NCD X Terminal.
    http://www.art.net/~hopkins/Don/simcity/SimCity-NCD.gif
    SimCity-Sun.gif : Multi player X11 SimCity running on an Sun.
    http://www.art.net/~hopkins/Don/simcity/SimCity-Sun.gif
    HyperLook-SimCity.gif : SimCity HyperLook Edition. SimCity running on HyperLook, a user interface development environment for the NeWS window system.
    http://www.art.net/~hopkins/Don/hyperlook/HyperLook-SimCity.gif
    http://www.art.net/~hopkins/Don/hyperlook/index.html
    http://www.art.net/~hopkins/Don/lang/NeWS.html

    -Don

    --
    Take a look and feel free: http://www.PieMenu.com
    1. Re:More SimCity links by Sponge+Bath · · Score: 4, Funny

      I have a toaster that doesn't run it yet.
      I you do that port, I can pay you in... um, simtoast.

    2. Re:More SimCity links by baud123 · · Score: 1

      I understand that the code will be fully GPLed, will it be the same for Artwork ? (images, graphisms...)

    3. Re:More SimCity links by Anonymous Coward · · Score: 0

      so where's the actual executable? now that would be worthy!

      imho, what is needed is an open source simcity type engine / platform where the community could submit both input and modding and then maybe someday simcity could actually become the tool for actual real civic planning

      btw, (and OT) just why are our cities are designed so damned poorly??

    4. Re:More SimCity links by nschubach · · Score: 1

      Well, I'll tell you what my dad said to me a while back. The roads would be straight if the damn counties would have worked together when they decided to lay down the road. Then again, where I grew up, it wasn't uncommon to have S-curves in the middle of nowhere for no apparent reason other than farmland or township boundaries.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    5. Re:More SimCity links by Xtravar · · Score: 1

      btw, (and OT) just why are our cities are designed so damned poorly?? 1. Some are designed to minimize vertical growth, and along with poorly planed roads are ordinances that buildings can't be taller than X.
      2. Indian trails and trading posts
      3. Politics
      --
      Buckle your ROFL belt, we're in for some LOLs.
    6. Re:More SimCity links by SimHacker · · Score: 2, Funny

      Once the dust settles, I'd love to port SimCity to the TomTom GPS navigator device. TomToms run Linux, of course, so it won't be very difficult.

      Then you could operate the bulldozer by driving your car around! It would be safest to play it in the desert, so you didn't run into any real buildings.

      Disclaimer: I work for TomTom, and we're looking for some great Linux hackers! It's a great company to work for. Please send me email if you know Linux well, want to live in Amsterdam, and hack Linux on TomTom GPS navigation devices!

      -Don

      --
      Take a look and feel free: http://www.PieMenu.com
  24. Re:Bill Gates says: by Jugalator · · Score: 1

    Oops, it seems that review missed much of what really sets it apart.

    Wikipedia seems better in this case:
    http://en.wikipedia.org/wiki/Windows_Vista_editions_and_pricing

    --
    Beware: In C++, your friends can see your privates!
  25. Natural Disasters by pez4realz · · Score: 0

    I can't wait to see what some of the more "creative" children think up as natural disasters.

    I sincerely hope one of them will include a massive terminator army bringing the apocalypse to their newly constructed sim cities.

    --
    Have you payed your dues jack? Yes sir, the check is in the mail.
  26. Y'know.. by Carbon016 · · Score: 1

    If they were really nice, they'd donate SC2000..and SimCopter, and Streets of SimCity. I had so much fun playing those when I was younger, never mind the infamous atrocious player models and gay kissing scandal in SimCopter. Making crazy cities with custom bitmap textures in the construction kit then driving around in 'em in SoSC..I played the original SimCity years later and it just didn't compare. Although getting the latter two to work on *nix might be a bit trickier than the classic SimCity..heh heh.

    1. Re:Y'know.. by petermgreen · · Score: 1

      I don't have a copy handy but I bet the windows 95 version of simcity 2000 would run under wine.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    2. Re:Y'know.. by dryeo · · Score: 1

      Really to appreciate the original simcity you had to have no exposure to the later ones. I loved simcity but after being exposed to sc2000 I couldn't go back.

      --
      https://en.wikipedia.org/wiki/Inverted_totalitarianism
    3. Re:Y'know.. by dryeo · · Score: 1

      Perhaps simpler to run the original DOS version of sc2000 in DOSbox?

      --
      https://en.wikipedia.org/wiki/Inverted_totalitarianism
  27. Re:Tag as SLASHVERTISEMENT by ackthpt · · Score: 3, Insightful

    I really don't see where they are going with this being educational. Get out on a jobsite and start pouring concrete. Things are a little different than they are in that game. I would know.

    A game, used in a supervised setting for educational use, with an actual plan: Growth in learning.

    A game, used in an unsupervised setting, without any plan: Is just a leisure pursuit.

    --

    A feeling of having made the same mistake before: Deja Foobar
  28. Re:Oh man by calebt3 · · Score: 1

    Just wait for the source code release ;)

  29. Can't Wait by MBCook · · Score: 1

    I'm so glad they are going to release the source to this, I hope /. has a link to it when it happens. I've always wondered how the internal simulation of the game was programmed, as I've never seen one like that and I'd love to go see that source.

    I really wish the source to more old games and programs were available. There would be so much to see. While some games don't really have source that would be easy to look at (Super Mario Brothers and many others are surely assembly)... some games like SimCity must have source considering how many platforms they were ported to (by the time it made it to Windows, they must have had a C version, or in some other high language).

    --
    Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    1. Re:Can't Wait by Warbothong · · Score: 1

      These days people seem overly concerned with things like graphics, which can make gameplay suffer (most games these days are the same FPS/RTS/RPG/etc. just with different graphics, and are thus boring and repetitive). Since people are used to closed source, and see programming as some arcane witchcraft, they aren't too bothered about code reuse. Therefore having a good codebase to use, like Sim City, means that modern graphics and things can be bolted on without sacrificing gameplay, which can only be a good thing.

  30. Rails not roads by cvd6262 · · Score: 4, Funny

    So every child in developing nations will know that door-to-door commuter rail is the only way to avoid congestion.

    --

    I'd rather have someone respond than be modded up.

    1. Re:Rails not roads by Chris+Pimlott · · Score: 1

      It's interesting to realize that the newest generation of urban planners and civil engineers were young enough to have been influenced by SimCity growing up.

    2. Re:Rails not roads by duncan+bayne · · Score: 1

      Yes - of course this might have given those urban planners the idea that their role in society is actually necessary. Or even moral.

    3. Re:Rails not roads by Anonymous Coward · · Score: 0

      Don't forget they'll also be learning important theories like Reaganomics!

  31. Whats that overhead? by dj245 · · Score: 2, Funny

    This is Simcopter one, reporting heavy philanthropy.

    --
    Even those who arrange and design shrubberies are under considerable economic stress at this period in history.
    1. Re:Whats that overhead? by bh_doc · · Score: 3, Funny

      *clicks repeatedly on you*

  32. Nonsense. by NeutronCowboy · · Score: 5, Insightful

    Unsupervised games are the rock foundation of human society. What exactly do you think toddlers, kids and teenagers do when they play cowboys and indians, marbles, crash-the-truck, imitate-mom-and-dad-in annoying-ways, spin-the-bottle or other completely random, unsupervised, goal-less games?

    I agree that there's a need for goal-driven and supervised learning (whether it takes the form of games or not), but games played in a leisurely fashion, without specific goals, are just as important in the development of a child. Not only that, but they are the only way that children can actually grow on their own, unless their educator/parents are supremely gifted and know the children better than they know themselves.

    Education is more than just knowing how to pour concrete. I pity the soul that thinks that it isn't.

    --
    Those who can, do. Those who can't, sue.
    1. Re:Nonsense. by neillewis · · Score: 1

      I've been dreaming for a while about a virtual environment which is itself a sneaky introduction to virtualisation and modelling. These are the skills the next generation needs. Anyone suggest a decent free 3d engine?

    2. Re:Nonsense. by Anonymous Coward · · Score: 1, Informative
      There's a few 3D engines out there that are free....

      Panda3D
      Irrlicht
      Ogre3D

      Also, CitySimulation makes a free web-only version of their 3D engine.

    3. Re:Nonsense. by benna · · Score: 4, Insightful

      The dirty little secret is that the "goal-driven real world" is just another game that a lot of adults happen to play.

      --
      "It is not how things are in the world that is mystical, but that it exists." -Ludwig Wittgenstein
    4. Re:Nonsense. by dunng808 · · Score: 2, Interesting

      Check out Squeak, based on Smalltalk. http://www.squeak.org/

      --

      Gary Dunn
      Open Slate Project

    5. Re:Nonsense. by Anonymous Coward · · Score: 0
      Interesting, CitySimulation has some cool projects, but I don't think they have any plans to make their standalone viewer available for free.

      Cool use of real-time 3d for things other than games, though.

      Citysimulation

    6. Re:Nonsense. by ADRenalyn · · Score: 4, Interesting
      Funny that someone here has linked to my companies site...

      Our original goal at CitySimulation was to do what Google is doing now- build every major city in the U.S. in a real-time virtual environment. Our models are not built as quickly and easily (Google has airplanes with laser scanners, vans with mounted cameras, and high-tech GPS photo mapping software), but since every square inch of our models are 'hand-crafted', they are a lot more accurate, and of higher quality.

      Since we never got any investors to buy into the idea, we had to rely on doing developer projects, one building at a time. It' a nice use of real-time technology... A developer has a challenge of convincing the city council that their proposed building will fit within the context of the site and its surroundings. With an interactive model (like a video game), many questions about a design can be answered in one meeting.

      Anyway, we're now moving on to areas that Google and Microsoft are not (yet) interested in- proposed buildings/renovations, and building interiors. It's fun work, as close to creating video games that I'll probably ever get to be.

    7. Re:Nonsense. by Fjornir · · Score: 2, Funny

      spin-the-bottle or other completely random, unsupervised, goal-less games? Spin the bottle goal-less? You must have played differently than me...

      --
      I want a new world. I think this one is broken.
    8. Re:Nonsense. by ardin,mcallister · · Score: 1

      Actually, for their arial views this time around, they've gone with a company caled geospan. They're still waiting on clearance from the FAA to do a flyover of the vegas strip at 22000FT

      --
      "Some men just want to watch the world burn..."
    9. Re:Nonsense. by Boronx · · Score: 0, Flamebait

      Bullshit

    10. Re:Nonsense. by smallfries · · Score: 2, Informative

      What a great solid rebuttal. You really addressed his point well.

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    11. Re:Nonsense. by Boronx · · Score: 1

      You mean that one off comment with no evidence or argument? You're right, such an excellently made point deserves a solid rebuke.

  33. Re:Tag as SLASHVERTISEMENT by Hatta · · Score: 1

    That's true, but a leisurely past time can be educational as well. Fun is one of the strongest motivators for learning.

    --
    Give me Classic Slashdot or give me death!
  34. why not sim city 2k? by sam_paris · · Score: 2, Interesting

    The laptops are more than powerful enough to run Sim City 2000, which was far superior to the original, why not use that?

    1. Re:why not sim city 2k? by laffer1 · · Score: 1

      I wouldn't say superior. Each game had a unique feel to it. Sim City 2000 was fun because it included my home town. Still, I personally like the Super NES version of the original. I spent hours playing that and it was much easier to navigate on. The scroll speed in some of the games varies greatly with the computer you're using. I found that some were too fast.

    2. Re:why not sim city 2k? by toddestan · · Score: 2

      Simcity is a simplier game, hopefully the kids will be able to better understand and hack it given that they will have the source code available to play with.

  35. Nice ... Finally a SimCity that won't crash by Anonymous Coward · · Score: 0

    I'm sooo tired of building my dreamtown only to see it crash and burn

    how do you fix corrupt simcity data files? i've looked everywhere, nada

  36. Re:Tag as SLASHVERTISEMENT by OrangeTide · · Score: 1

    A child can learn in an unsupervised setting. Part of becoming an adult is learning how to learn without someone actively directing you.

    this "plan" idea is utter BS that you obviously pulled out of your rear end.

    --
    “Common sense is not so common.” — Voltaire
  37. Re:Tag as SLASHVERTISEMENT by Anonymous Coward · · Score: 3, Insightful

    That's right! It is impossible to learn anything without an adult standing around telling you what to think!

    People like you are the reason I hated school.

  38. Why not the network ver of simcity 2000? by Joe+The+Dragon · · Score: 1

    Or simcity1 + a few things from 2000 like water pipes, the highways, subways, zoned airports and seaports as well.

  39. Hillary? by Shivetya · · Score: 1

    Is that you? // note - pick your own bogeyman, she's mine :)

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
  40. Socialist propaganda by duncan+bayne · · Score: 1, Funny

    Sim City is a great game - I used to play Sim City 2000 a *lot* back in the day, and still have an original Sim City 2000 CD knocking around somewhere.

    However, I'd be hesitant recommending it as an educational game, as in that capacity it is essentially socialist propaganda. That of course is a consequence of the nature of the game itself; if common law replaced city planning, and services like roads, mass transit, healthcare and education were privatized, then there wouldn't be a lot for a Sim City gamer to do.

    Essentially it'd boil down to administration & law & order - which are the proper functions of Government, but don't exactly make for a thrilling game :-)

    1. Re:Socialist propaganda by init100 · · Score: 1

      However, I'd be hesitant recommending it as an educational game, as in that capacity it is essentially socialist propaganda.

      Socialist propaganda? I couldn't raise taxes to more than 20% in SimCity, and then the people would be moving out quickly. Where I live (IRL), the taxes are much higher than that, and we have no problems with abandoned buildings or people moving away.

    2. Re:Socialist propaganda by duncan+bayne · · Score: 1

      You're right that taxes are higher in many (most?) real world locations - but note that I said socialist, not communist :-) Seriously, look at the 'facts of life' upon which SC2000 is built:

        - roads, education, healthcare, power, water and mass transit must be provided by Government through compulsory taxation
        - if those services aren't taxpayer-funded, no private provision will occur
        - development can *only* occur if the Government gives permission through zoning laws
        - it is the role of Government to ensure high rates of employment

      SC2000 is (perhaps unintentionally) designed to teach children that the only functional form society can take is a mixed-market socialist system. Which, funnily enough, is what most Western countries have today.

    3. Re:Socialist propaganda by petermgreen · · Score: 1

      I hope you were trying to make a joke.

      roads and mass transit are about the most natural monopolies arround. Do you really want them in the hands of an unregulated buisness? The alternative is governemnt control either directly or through a regulated monopoly.

      Not having state funded eduction means there is basically no chance for the bright from a poor background to realise thier potential (granted it isn't exactly easy for them to do it now but if they never got to go to school it would be basically impossible).

      I won't get into details on universally availible healthcare (yes the US does have this, they just make you go broke and then wait until your condition becomes accute enough for the er first) and social security but I belive that they too are vital components of a civilised society.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    4. Re:Socialist propaganda by toddestan · · Score: 1

      I think you are reading too much into what is just a game. The goal is to build a city, which means you build roads, infastructure, zone areas for use, etc. To keep it interesting, they give you a budget so you can only build so much at a time and have to use care with your placement. By tying it to taxes, it also adds a cause-and-effect element to the game, as opposed to a system where you would get an allowance or something to build with no matter what you did. I don't see it as intentionally socialist, but simply designed as a way to make the game interesting while also keeping it as simple as possible and still giving the player the feeling of having control and something to do. Though perhaps to balance things out, they should include Command and Conquer, a game that preaches libertarianism to the point where the armed forces have to directly fund their own operations by harvesting scarce resources out on the front lines :)

      Besides, I would like to point out that in atleast the SNES version of Simcity, you did not build schools and hospitals - rather they would pop up on their own on random residental zones, denying you of precious taxes and screwing up your urban planning. So there! :)

    5. Re:Socialist propaganda by duncan+bayne · · Score: 1

      Yes, I was serious. Have a read of Human Action and Liberalism to find out why.

    6. Re:Socialist propaganda by SimHacker · · Score: 1

      From: Designing User Interfaces to Simulation Games. A summary of Will Wright's talk to Terry Winnograd's User Interface Class at Stanford, in 1996. Written by Don Hopkins.

      Everyone notices the obvious built-in political bias, whatever that is. But everyone sees it from a different perspective, so nobody agrees what its real political agenda actually is. I don't think it's all that important, since SimCity's political agenda pales in comparison to the political agenda in the eye of the beholder.

      Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked him a question something like "which ontological urban paridigm most influenced your design of the simulator, the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?" He replied, "I just kind of optimized for game play."

      -Don

      --
      Take a look and feel free: http://www.PieMenu.com
    7. Re:Socialist propaganda by SimHacker · · Score: 1

      Sure you're serious. And you probably take Stephen Colbert at face value. You conservatives are so funny, but totally out of touch with reality. You impeached Clinton for a blow job, but then you defend Bush no matter what he illegal and immoral things he does. And you all call yourselves Christians. Ha.

      -Don

      --
      Take a look and feel free: http://www.PieMenu.com
    8. Re:Socialist propaganda by duncan+bayne · · Score: 1

      I'm going to assume you're pulling my leg here ... if you read the links I posted you wouldn't think I was a Christian Conservative :-)

    9. Re:Socialist propaganda by duncan+bayne · · Score: 1

      No, I wasn't making a joke. It's funny how those used to the current mixed-market socialist system have bought into the myth that there can be no functional alternative to what we have now. It's not surprising though, when you consider that public education was specifically designed to indoctrinate children.

      Anyway, as I've said elsewhere on this thread, you should have a read of Human Action and Liberalism.

    10. Re:Socialist propaganda by SimHacker · · Score: 0, Troll

      Well if you're not a Christian conservative, then do you support Bush and Cheney who pander to them? Do you believe they're only lying to the gullible Christians in order to get votes? Or do you think they believe what they say? In either case you're an idiot to support Bush and Cheney if you disagree with the religious views they claim, but you're not a Christian.

      -Don

      --
      Take a look and feel free: http://www.PieMenu.com
    11. Re:Socialist propaganda by duncan+bayne · · Score: 1

      Okay, I am now firmly convinced that you are trolling. Perhaps I was a bit late picking up on that, but if you'd ever met me in person you'd know I tend to be a bit too literal at times :-)

    12. Re:Socialist propaganda by Anonymous Coward · · Score: 0

      No, true, you don't need a mixed market economy to have a functional society. It's just an amazing coincidence that every functioning country in the world practices it. O.K, that's unfair: there's Communism too. I guess Facism worked for a short period in the 30's and 40's.

      I can think of one country that isn't any of the above at least, but I don't think either you or I would want to live in Somalia.

    13. Re:Socialist propaganda by mcvos · · Score: 1

      SC2000 is (perhaps unintentionally) designed to teach children that the only functional form society can take is a mixed-market socialist system. Which, funnily enough, is what most Western countries have today.

      So basically its teaching them how to build a country up to first-world standards. That's good, right?

    14. Re:Socialist propaganda by duncan+bayne · · Score: 1

      Well, it's better than teaching them to be out & out communists or fascists. But it could be doing a much better job - as could socialist first world countries.

  41. Love to get my game ChipWits on the OLPC by dougsha · · Score: 1, Interesting

    Anyone want to port my game ChipWits - the original version - to the OLPC? I've asked on the OLPC Wiki but haven't followed up.

    I wrote the first version in FORTH (in 1984 on the Mac, C-64, and Apple II), so the source code won't be much help.

    http://chipwits.com/

    1. Re:Love to get my game ChipWits on the OLPC by Anonymous Coward · · Score: 0

      Thats a nice game, but why for such a simply game are its system requirements so high?
      Perhaps someone can port it to a modern Forth so that it would run a bit better.

  42. Thanks EA! Now... by Seraphim_72 · · Score: 1

    ...could you free Silent Death to us?

    --
    Slashdot, where armchair scientists get shouted down and armchair theologians get modded up.
  43. SimWorld by jkintree · · Score: 1

    Another great activity would be SimWorld with the game linked to actual data of the world's resources.

  44. Um...so what? by Urza9814 · · Score: 1

    He donated the ORIGINAL SimCity? That game's over ten years old! Big deal! It's not like it's worth anything anymore! I mean, sure, it's great that he's trying to help, but ya know, I'm pretty sure some of the newer SimCity games might do a slightly better job. Probably not the latest, but the second and I believe third ones were pretty good. Added things like garbage disposal and water, zoning, and a large variety of structures.

    1. Re:Um...so what? by wwahammy · · Score: 1

      Uh huh... You tell me when the handcrank computer is ready for that... geez

    2. Re:Um...so what? by Urza9814 · · Score: 1

      I've run Sim City 2000 fine on a 600Mhz with 256MB of RAM....these things have 433MHz with 256MB RAM...it may work. I can't seem to find the system requirements for Sim City 2000, but it does say it'll run on Windows 95...and there are Game Boy Advance and Pocket PC versions, and the Game Boy Advance has a whopping 17Mhz of processing power...so I'm sure they could get it running in some form.

    3. Re:Um...so what? by Hsien-Ko · · Score: 1

      SC2000 ran fine on a 486SX 40MHz. SC2000 is overly more complex in the gameplay field though, and isn't really suitable for beginners. Simcity is great. SimTown is just stupid (though changing what your person says to random swears is a laugh sometimes, and identifying stray penguins in the town)

    4. Re:Um...so what? by Plaid+Phantom · · Score: 1

      According to my SC2K box, it'll run on a 486 or better and as low as 66 MHz, for the DOS/Windows version.

      --
      All comments are properties and trademarks of the voices in my head. Not like I'm gonna claim them.
    5. Re:Um...so what? by wwahammy · · Score: 1

      Good point. I apologize, I had forgotten how weak of computers we used to get by with. :)

    6. Re:Um...so what? by toddestan · · Score: 1

      I think it's great myself. Remember, since it's going on the OLPC, the source code is also available. I would think that the typical kid who's playing around with the OLPC is going to have a much easier time playing around and hacking the original SimCity code and understanding how it works as opposed to any of the later versions which get increasingly more complex. And that's the real benefit I see from this.

  45. Re:Tag as SLASHVERTISEMENT by Fallingcow · · Score: 4, Interesting

    I've learned TONS of things from games and other diversions on the PC.

    Mavis Beacon (explicitly educational) taught me proper typing, but chatting with my friends on AIM and (especially) busy IRC channels taught me to type FAST.

    Shadow President is the reason I can locate practically any country on a map faster than the vast majority of people.

    A lot of stuff in my political science classes (and my own readings on philosophy in general) reminded me of ideas and people in Deus Ex.

    Medieval: Total War taught me more about medieval political geography, politics, and technology (war-related tech, that is) than I was ever taught in any level of my education (yeah, I know more from reading, but no class ever taught me this stuff; we always skipped from talking about the Fertile Crescent to covering the Age of Exploration. Seriously.)

    Rome: Total War and a couple of its mods (Rome: Total Realism and Europa Barbarorum, especially) have taught me a TON about the Hellenistic and Roman periods of history. Thanks to them, I know BOTH the Koine or Attic Greek AND Latin names for tons of Mediterranean cities (though I often don't know the modern name!)

    Bushido Blade 1 & 2 and Shogun: Total War taught me the names of a bunch of different Japanese weapons.

    I know a bit about the operation of a variety of firearms that I've never physically used, from paying close attention to the reload animations in dozens of games over the years (Counter-Strike and most WWII shooters are GREAT for this).

    OK, so a lot of it's not *useful* information, but I did learn :)

  46. Only one? by Tablizer · · Score: 1

    Only one character per child? I'd make mine a really really fat character to compensate for that limit.

  47. OpenTTD? by otis+wildflower · · Score: 1

    I wonder if there'll be a port of OpenTTD? Any chance the necessary Transport Tycoon Deluxe assets to get it working might be donated to OLPC users?

    (Still want OpenTTD for Nokia S60e3 :p)

    1. Re:OpenTTD? by Mattintosh · · Score: 1

      I'm guessing that since it runs Linux, you might be able to find a copy of gcc for the OLPC (it doesn't include it out of the box) and compile OTTD. Alternatively, maybe one of the precompiled binaries on the OTTD site would work. The requisite TTDWin assets are "available", though it would be nice of Chris Sawyer to release them freely to the world now. And hey, you never know when they'll actually finish the 32-bit graphics pack for OTTD. It could be tomorrow (but probably not).

    2. Re:OpenTTD? by otis+wildflower · · Score: 1

      Forget 32-bit, 8-bit rules!

  48. Railroad bug by Coward+Anonymous · · Score: 1

    I recall this worked for railroads but it may be applicable to other elements as well.
    When the city starts clamoring for railroads just build them anywhere in a big clump (even in the corner of the map where they are not accessible or leading to anything). This way everyone is happy you have a railroad and they don't get in the way of anything - SimCity even simulates pork barrel projects!

    1. Re:Railroad bug by Joe+The+Dragon · · Score: 1

      No in simcity / simcity 2000 that works for fire stations with disasters off doing that to rail will just put more load of the roads.

  49. Links! by keithjr · · Score: 1

    Okay, I'd love to read the original article but I don't know if I have the patience to guess-and-check my way through the onslaught of hyperlinks in the summary. Dear god, calm down with the linking already.

    1. Re:Links! by SimHacker · · Score: 1

      There is no original article. The onslaught of hyperlinks was the article! What's wrong with links? You don't HAVE to click on them. Or does your OCD torment you over every link left unclicked?

      -Don

      --
      Take a look and feel free: http://www.PieMenu.com
  50. How about some meaningful aid for them by olivercromwell · · Score: 0, Flamebait

    I've said it before, and I will say it again, the OLPC project is a waste. It is basically to satisfy Negroponte's enormous ego: Look at me, giving away FREE computers for illiterate children! Why not take that money, and spend it in ways that will make the lives of impoverished people everywhere more meaningful. Open up some more microfinancing projects so that small busnisses can get started. Fund teacher's and nurse's colleges in the third world so that there are more people to teach a child to read and write, and more people to provide desperately needed public health services. Why not send in experienced farmers to teach the people of the third world better agricultural practices so that they may feed themselves. Oh no, that stuff ain't cool. Look at me, I'm Negroponte! I make hand powered laptops to be sent to illiterate kids in the thrid world so that MY name will last forever.

    1. Re:How about some meaningful aid for them by Senzei · · Score: 1

      Those are all fine ideas, but which ones give programmers and computer hardware designers a chance to contribute towards helping out impoverished people? Do you honestly think all, or even most, of the money and effort spent towards the OLPC would readily transfer to other aid projects in other domains?

      --
      Slashdot: Where anecdotes and generalizations can be freely substituted for facts, logic, or intelligence
    2. Re:How about some meaningful aid for them by duncan+bayne · · Score: 2, Insightful

      Interesting to see your post was modded as flamebait too ... it looks like the /. definition of flamebait is "a post with which I disagree."

    3. Re:How about some meaningful aid for them by LingNoi · · Score: 1

      Why not take that money, and spend it in ways that will make the lives of impoverished people everywhere more meaningful.
      Then why don't you get off YOUR fat ass and make that happen instead of complaining about people that ARE doing something on the interwebs.

      Since it's the governments money of the countries involved they obviously think this laptop thing is a good idea. So what's your excuse for telling these countries what to do with their own money?
    4. Re:How about some meaningful aid for them by olivercromwell · · Score: 1

      LingNol, I have done my part. I have worked mine clearance projects in Cambodia and Bosnia, served with IFOR and KFOR, and then as a CIMIC in Helmand Province, Afghanistan to co-ordinate international aid, NGO projects, and military assisted reconstruction projects. ALL on my spare time, taking months off from my primary civilian employment to do so at a fraction of the pay I earn in IT. Why not think before you speak? I am not opposed to designers and programmers contributing. Far from it. I just wish thought would be put into WHAT they design. Instead of wasting money on OLPC, why not design a rugged, almost military grade wireless comms system for remote areas of the third world? Why not fund telemedicine projects so that ill equipped physicians in say Ghana can consult with a specialist in London? Face it, OLPC is a vanity project. It will not make a measurable impact in the day to day living conditions of those most in need.

  51. Kudos to EA by Enderandrew · · Score: 1

    EA, who otherwise is a pretty evil outfit is doing something nice here, and I don't even care if it is for publicity.

    They are open-sourcing a classic game rather than threatening to jail people who attempt to collect it via abandonware like certain people do (I'm looking right at you Vivendi!)

    EA should be praised for this gesture, even as small as it seems. I can't believe someone is opening up software, and people are complaining.

    --
    http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
  52. tcl/tk rocks by dunng808 · · Score: 1

    I love tcl/tk. It is amazing how quickly development goes. But, won't the game be slow? Well, maybe the author added some c library stuff to do the grunge work and uses tcl/tk as a framework. Also it depends on how fast the games generates new states. I think it might be the case that for a child learning about simulations and programming, slowing the "machine" down will enable them to watch all the gears meshing. The quest for speed might be counter productive here.

    I think it would be really cool if the game gets extended to incorporate collaboration such that seveal kids can link their environments together to simulate border issues. Am I dreaming that this might someday result in better international relations? How about if we donate a few of these games to the US State Department, would that help?

    --

    Gary Dunn
    Open Slate Project

    1. Re:tcl/tk rocks by lvirden · · Score: 1

      I played an early version of Don's work years ago. You mention slowness. The game plays fine - remember, you are on a low powered laptop. Performance issues are going to be quite different. Games similar to Halo, etc. are unlikely to be possible. I suspect that the frames per second rate on the laptop are going to be very low.

      Too bad the people behind the laptop project didn't realize that, had they used the large amount of tcl/tk code available, they would have had quite a lot more power for a lot less disk space.

      --
      URL: http://xanga.com/lvirden > Quote: Saving the world before bedtime. Even if explicitly stated to the contrary, n
  53. Listen to Alan Kay by WeirdJohn · · Score: 2, Interesting

    It's probably worth noting that Alan Kay (not Kaye) is a little more than just "one of Papert's colleagues" - http://en.wikipedia.org/wiki/Alan_Kay. In many ways Kay could be considered the inventor of the OLPC concept with his Dynabook concept from the 1970s. He was also one of the inventors of OOP and Smalltalk and is probably the most informed person on the planet when it comes to discussing the role of computers in education. If Kay sees problems with SimCity as an educational tool on the XO he should be listened to IMHO.

  54. Interesting by olddotter · · Score: 1

    I remember that game being addictive. The first time I played it I though I had played for about 90 minutes. Looking at the clock I had blown 6 hours!

    [Start Humor]
    While the game does teach some concepts, it might just kill other educational opportunities. On the plus side there will be no shortage of civil engineers.
    [End Humor]

  55. Good point! by EmbeddedJanitor · · Score: 1
    These kids don't need computers and games. What they need is Madonna or some other celebrity to come visit them!

    Having lived in a 3rd world country for 30 years, I think it amazing that some jack-ass from a gaming company thinks he can fix the third world by sending them games. If you want to really help, donate to some outfit that helps teach appropriate technology: well digging etc, or how to plant vegetables and grow their own food.

    --
    Engineering is the art of compromise.
    1. Re:Good point! by Anonymous Coward · · Score: 0

      Actually they do. Get 'em interested in games and other electronic diversions and it's likely they'll be less interested in screwing when they get older. It's been the trend so far in most first world nations. Why have kids when you can have more toys?

      The other trick will be to have free internet pron available to the third world countries when the OLPC kids get older. That way they'll see some hotness online that makes the girl next door seem too boring or ugly. So they'll wait for better, which of course never arrives in their lifetime...

  56. Re:Tag as SLASHVERTISEMENT by TerranFury · · Score: 1

    A game, used in an unsupervised setting, without any plan: Is just a leisure pursuit.

    False dichotomy. Leisure pursuits can be great for learning. It's the reason I could code circles around my Electrical Engineering classmates as an undergrad.

  57. i18n! by porneL · · Score: 1

    Do they have that in languages that are used by target audience of OLPC?

  58. missing the point by Fifth+Earth · · Score: 3, Insightful

    People who complain that SimCity and its successors don't accurately model city building and management are missing the point. No simulation can totally model the complexities of a city. The reason SC is educational is because it teaches skills like creative problem-solving, planning, and risk-reward tradeoffs. What's the optimum road layout? Is it cost-effective to use parks to offset the unhappiness of high taxes? Will that nuclear power plant allow for greater growth in future years, or will the cost of replacing it in 50 years bankrupt me? Hell, any game that teaches people to budget and stay out of debt is a good thing--imagine what the national debt would be like if the President had played SC. (okay, that's over the top, but very few people have a grasp of how debt really works)

    So what if the only way to reduce crime is building police stations. The educational part isn't the concept that police prevent crime, the educational part is the skills learned in figuring out how many stations to build, and in what locations, to achieve an acceptable crime rate while not spending too much money.

  59. Re:Tag as SLASHVERTISEMENT by Anonymous Coward · · Score: 0

    Shadow President is the reason I can locate practically any country on a map faster than the vast majority of people.

    You misspelled "Where in the World is Carmen Sandiego?".

  60. asdf by Anonymous Coward · · Score: 0

    What a bunch of douches, they refuse to let Opera users visit their Classic Live site, unless they change their client ID to tell them it's IE or Firefox. I'd love to bust their collective heads for that idiocy.

  61. Why not port simcity 1 snes it had extra stuff in by Joe+The+Dragon · · Score: 1

    Why not port simcity 1 snes it had extra stuff in it that later showed up in simcity 3000 and 4

  62. SimCity and Python by SimHacker · · Score: 3, Interesting

    That version of SimCity is the original SimCity Classic code written in C, packaged as an ActiveX control. It's not written in Java or JavaScript (or PHP for that matter).

    The version of the code we're releasing initially uses the TCL/Tk scripting language and user interface toolkit. But the simulation code itself is written in C. It's plugged into the scripting language, which can call it, but only integrated to a limited extent (just what the user interface required, not exposing all the workings of the simulator).

    Next we will repackage the original simulator as a Python module. The first step is to recast the original C code into a C++ class, so all the global variables and global arrays are local instance variables of a SimCity object, so you can have any number of simulations active at one time and they will not interfere with each other.

    After SimCity is recast as a C++ object, we will plug it into Python and other scripting languages by using SWIG, which is a nice way to integrate C and C++ code into a whole bunch of different scripting languages.

    Then we'll rewrite the user interface in Python, based on the other efficient modules that are integrated into Python but written in C or C++, including the GTK user interface toolkit for X11, the Cairo graphics library (like PostScript graphics but much better and hardware accelerated), the Pango text layout engine (draws with Cairo, supports internationalized text, so SimCity can support Unicode text and be translated into languages with non-English-like layout such as Chinese, Hebrew, Arabic, etc.), a C++ tile engine I wrote for Python that draws with Cairo, pie menus I wrote in Python that draw with Cairo, and many other useful modules.

    The idea is to open up the simulator so it can be easily and deeply scripted in Python. It was designed for the C64, so it can run extremely fast (on the order of a year a second) on the OLPC, and there is plenty of left over CPU power to call back into an interpreted scripting language like Python, and still be quite playable. It will still run very fast, because the core number crunching will still be written in C, but it will be able to call out to Python hooks and plug-ins, and Python will be able to reach in, tweak the simulation, change the parameters, edit the model, etc, so you'll be able to program your own disasters, monsters, tornados, editing tools, zones, artificial intelligence, robots, agents, etc. And also implement network sharing features, muti-player features, journaling and storytelling features, tivo-like fast forward and rewind features, etc. The goal is to inspire kids to learn Python programming and develop their own games, by reimplementing SimCity's user interface in terms of reusable components.

    -Don

    --
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    1. Re:SimCity and Python by enjahova · · Score: 1

      I've been inspired by your posts here. I think the prospects of an extendable opensource SimCity on OLPC are amazing! If the framework is done right, wouldn't it be possible for user generated content to replace the entire game's original artwork/game play? That would be awesome, just to see what happens.

      Also you mentioned you made a C++ tiling engine, I can't find your email anywhere but I was wondering if that's opensourced? I'm working on one myself and it would be great to see an example specifically using cairo! If you are inclined to contact me, my email is enjahova at gmail dot com. thanks!

      --
      "how can they call it a MINE if everything here is THEIRS?!?!" -Straight Jacket
    2. Re:SimCity and Python by Anonymous Coward · · Score: 0

      I wish I could download the source code, learn how it works and contribute.

      Where is the code, Don? (Do you have permission to release it?)

  63. SimLife by belmolis · · Score: 1

    SimLife was terrific, and I should think would also be great for learning genetics, population biology, and evolution. I don't know why it wasn't carried forward. As far as I know the only way to run it is on an ancient Mac. I wish there was a Linux version.

    1. Re:SimLife by Boronx · · Score: 1

      There's a dos version, no idea if it runs in Dos Box or other emulators.

      I had a few problems with Sim Life.

      First off, it was slow. I know there was a lot of processing to do, but even the plants would cause a slowdown. Anything bigger than a tiny map would bog down if the plant population approached saturation, or if the animals multiplied to more than a few hundred individuals.

      That leads directly to another problem: if you run a small or tiny map, it's way too small to support any kind of interesting eco system. You can maybe have a couple of plant species, an herbivore, but not much else without guaranteeing complete collapse in short order.

      The game also had little in the way of niche differentiation. Generalist species always seemed superior to specialist, and only by turning of evolution completely could two species coexist in related niches, such as seed eaters and plant eaters.

    2. Re:SimLife by belmolis · · Score: 1

      I'll have to look for the DOS version. The problems other than lack of niche differentiation should disappear with current hardware.

    3. Re:SimLife by 3dr · · Score: 1

      Ooh-la-la!

      Ooooooh-laaaa-laaa

      SimCity, SimAnt and SimLife were time sinks that were worth it.

  64. Porting SimCity to Python + OLPC's "Sugar" gui by SimHacker · · Score: 1

    The next step is porting SimCity to Python and the OLPC's "Sugar" user interface, and taking advantage of all the cool mesh networking stuff to implementing a fully distributed multi player version of SimCity.

    To tell the truth, the version of SimCity we're releasing actually does support multi player mode via the X11 protocol, if you run it with a special parameter on the command line. But I turned it off and disabled the multi player mode by default, for the purposes of simplifying and releasing OLPC SimCity as soon as possible.

    It's much better goal to port SimCity to Python and rewrite SimCity's user interface to use the OLPC's mesh networking and Python based network communication architecture, instead of using low level X11 protocol. I consider the TCL/Tk version of SimCity to be a dead end not worth investing a lot of time in developing (it's using a vintage 1992 version of TCL/Tk, which is quite obsolete but still works). The future lies in porting SimCity to Python, a much better and more modern language, and using modern software modules, like Cairo for drawing (so you can zoom into the city to any scale, draw transparent map overlays and data visualizations, etc).

    -Don

    --
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    1. Re:Porting SimCity to Python + OLPC's "Sugar" gui by belmolis · · Score: 1

      Not to start a language war, but are you aware that Tcl/Tk has undergone major improvements since 1992? Personally, for many purposes I prefer it to Python.

      Is the Tcl/Tk version available anywhere?

    2. Re:Porting SimCity to Python + OLPC's "Sugar" gui by SimHacker · · Score: 2, Interesting

      First, the legal details:
      The GPL source code version of SimCity will not be called "SimCity", but we will use the SimCity source code to make a city building game called "Micropolis", which was the original working title of SimCity. That's because EA reserves the right to review and QA the official version of the game that's published under the name "SimCity" on the OLPC. So we can make improvements to the TCL/Tk version of Micropolis (based on the GPL source code), and submit them to EA for review and QA, which if they approve, will be used as the officially branded version of SimCity for the OLPC. It will be the same code, but the only difference is the name, which EA understandably wants to protect, be ensuring the quality and integrity of OLPC SimCity.

      That said, I strongly encourage you to improve the TCL/Tk version of Micropolis, please! I think it would be great to keep the TCL/Tk development line of the code alive and strong, and modernize and improve it! It will be a fair amount of work to upgrade it, but that will be a lot less work and time than recasting SimCity in Python will require. Of course both projects can go on in parallel, learning from each other. Since the Python version won't be ready for a long time, we can submit an upgraded version of TCL/Tk Micropolis as the official version of OLPC SimCity, based on the latest TCL/Tk, including further OLPC/Sugar integration \(like making sound work better, supporting the gamepad, etc).

      TCL/Tk is a very cleanly written language and well designed user interface toolkit, which has grown and improved a lot since I took a snapshot of the code from around 1993 to use for SimCity. I have found memories of meeting Professor Ousterhout in his office on the UC Berkeley campus, and showing him the TCL/Tk version of SimCity, and thanking him for the great work he'd done and shared for free.

      The reason I want to convert the TCL/Tk version of SimCity to Python is because it's the "official" programming language for OLPC Sugar applications. In the short term, the OLPC will include applications like SimCity that uses TCL/Tk, eToys that uses Smalltalk/Squeak, etc. But in the long term, new software developed for the OLPC should be written in Python, to save memory by sharing modules, and to use great modules like Cairo for scalable stencil/paint graphics, Pango for rendering internationalized text, and all the Sugar modules written in Python.

      Despite not being written in Python, eToys and SimCity are included with the OLPC. The point is to educate and inspire people to develop new and better software, to bootstrap the software of the future. I'm compelled to move forward and develop a new visual programming language, better and easier to use than Python or TCL, that kids can use to reprogram the behavior and create extensions to SimCity, and even write their own games and who knows what else.

      -Don

      Alan Kay wrote this on the OLPC Sugar mailing list, about implementing visual programming languages like eToys in Python:

      Guido knows that I've been advocating that the Python folks should do Etoys or a very Etoys like environment in Python (and that the rest of the OLPC be given an objectification and media and scripting integration that is Etoys like).

      However, there are simply zillions of things left to be done everywhere for OLPC so the first round of SW on the XO will be more of a gathering of "suggestive" features and abilities (of which Etoys is just one). That seems fine to me.

      Viewpoints Research (our little non-profit) doesn't have any "ego or identity" staked around whether the children's authoring environment is Python based or Squeak based. I have said many times that, if the general integrative base of XO is to be Python, then the Etoys-like authoring should be based in Python also.

      However, I will personally fight to the death to make sure that there is a children's authoring environment that allows even young children to do simulation style programming with very ri

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  65. Scripting SimCity by SimHacker · · Score: 1

    Yes it works fine on the black and white (grayscale) screen, without any change. The color coding helps you recognize stuff, but it's not necessary. The color graphics just come out in grayscale, without the software even knowing about it. SimCity does have a black and white tile set, but this version doesn't actually use it. (It could, but the X server would have to go into black and white mode, which is not nearly as nice as grayscale mode). It would be a straightforward modification to support black and white tiles, which are high contrast, but it looks good enough for now. It's better to put effort into moving SimCity forward into Python for scripting and Cairo for rendering, and enabling plug-in tile sets, then it will be simple to plug in the old black and white tiles.

    The open source lincity would also be nice to port to the OLPC. I don't know if it has a built-in scripting language like TCL or Python, though.

    That's what makes this version of SimCity so useful for education: it can be scripted to support educational scenarios, science experiments, courseware, etc. For example, the OLPC's microphone input can be used as an analog input device, so you could plug in a digital thermometer, and script the temperature in the real world room to effect the tax rate of the virtual city, or you could monitor the built-in microphone amplitude, and trigger an earthquake every time you clapped your hands, or anything else you can think of.

    -Don

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  66. Re:Listen to Alan Kay, and ask him questions! by SimHacker · · Score: 1

    Alan Kay wrote this on the OLPC Sugar mailing list, about implementing visual programming languages like eToys in Python:

    Guido knows that I've been advocating that the Python folks should do Etoys or a very Etoys like environment in Python (and that the rest of the OLPC be given an objectification and media and scripting integration that is Etoys like).

    However, there are simply zillions of things left to be done everywhere for OLPC so the first round of SW on the XO will be more of a gathering of "suggestive" features and abilities (of which Etoys is just one). That seems fine to me.

    Viewpoints Research (our little non-profit) doesn't have any "ego or identity" staked around whether the children's authoring environment is Python based or Squeak based. I have said many times that, if the general integrative base of XO is to be Python, then the Etoys-like authoring should be based in Python also.

    However, I will personally fight to the death to make sure that there is a children's authoring environment that allows even young children to do simulation style programming with very rich media objects.

    For now, that is Etoys. It could be a suitable object-oriented Logo with media objects (this is essentially what Etoys is). It could be some better design (let's do one). The base could be Javascript (if implemented on top of an integrated environment of sufficient power), Python (ditto), Ruby (ditto), etc. Whatever it is, it has to be above high thresholds, not a hack or a gesture.

    Besides the programming the children use to learn important ideas in math and science, they also need to be able to see how their own computer world is structured by being able to "pop the hood" on practically everything they use. Perhaps it is OK for high school children to see the current code (but I don't think so). I think there needs to be a wrapping on the entire set of facilities that uses the same conventions that 9 year olds do their own programming in. Again, if it is to be Python, then it needs to be crafted a bit for younger children. E.g. Etoys allows easy unlimited parallel tasking, and this is very important for children's programming. Etc.

    There are many good things that can be done here. We live in a computing world in which there is a tremendous amount of identification between many programmers and the tools they use -- so strong that it resembles religious fervor. From my view, ALL of the system have such flaws that we are better off being critical of all of them and try to use the best ideas from everywhere.

    If "Children First!" is really the goal here, then we must spend most of our energies trying to make the childrens' environments more conducive to creative learning of powerful ideas.

    Cheers,

    Alan

    One of Alan Kay's favorite games is Robot Odyssey! I wrote to him:

    One thing I've always wanted to do is a re-make of Robot Odyssey, with the full power of a real programming language underneath it, and lots of cool toys for the robots to play with! That was such a powerful concept for a game!

    Alan Kay replied:

    I actually argued with him [Will Wright] and Maxis for not making SimCity very educational. E.g. the kids can't open the hood to see the assumptions made by SimCity (crime can be countered by more police stations) and try other assumptions (raise standard of living to counter crime) etc. I've never thought of it as a particularly good design for educational purposes.

    However, I have exactly the opposite opinion of Robot Odyssey, which I thought was a brilliant concept when the TLC people brought it to me at Atari in the early 80s. (Rocky's Boots is pretty much my all time favorite for a great game that really teaches and also has a terrific intro to itself done in itself, etc. Warren Robinette is a very special designer.).

    The big problem with Robot Odyssey (as I tried to

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  67. Re:Listen to Alan Kay, and ask him questions! by SimHacker · · Score: 1

    In other (and fewer) words, the plan is to respond to Alan Kay's valid criticisms of SimCity by opening it up to scripting languages, documenting and parameterizing how it works, and ultimately implementing an eToys-like visual programming language for scripting and extending SimCity, and implementing your own games based on the reusable components that SimCity will be rebuilt in terms of (like a generic tile engine, sprite engine, map editing tools, numerical and symbolic layers, data visualizations, overlays, annotations, points of interest, etc).

    Oops, I was trying for fewer words. Oh well...

    -Don

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  68. Forth on the OLPC, OpenFirmware and ChipWits by SimHacker · · Score: 2, Interesting

    Hey, why don't you help Mitch Bradley port his excellent Forth system to run on the OLPC? It already does, but it's in the OpenFirmware boot ROMs, so it runs before Linux even boots. But the same Forth system runs quite nicely under Unix as well (without all the direct hardware access :), and is quite luxurous. I used it on the Sun 3 and Sparcstation years ago, and worked at Sun as his summer intern on CForth, another portable Forth system. Mitch is one of the best and most accomplished Forth programmers on or off the planet. If you want to do Forth on the OLPC, Mitch Bradley is definitely the dude to talk to about it!

    -Don

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  69. The one thing I remember it taught me... by Tmack · · Score: 1
    How to use hexedit: e d24
    7f
    e d25
    ff
    w
    q

    Tm

    --
    Support TBI Research: http://www.raisinhope.org
  70. SimIsle... by Cyno01 · · Score: 1

    I remeber buying that via one of those scholastic book orders in elementry school, box came with a cd inside, nothing else. I found the game completely incomprehensable. Have the SimCity 2000 Special Edition however that came with SCURK, still play it. Loved having the urban renewal kit, built fantastic cities, everything laid out symetrically, everything close enough to a road, evenly spaced hospitals, schools, fire houses, etc. For some reason though, these perfect cities never worked well, never could figure that out.

    --
    "Sic Semper Tyrannosaurus Rex."
  71. Tell me about Oranges, my friend by Anonymous Coward · · Score: 0

    Ofcourse oranges are disease resistant, they originally grow among JEWS, which says it all.

  72. wait, I know this one by Anonymous Coward · · Score: 0

    the boss of EA is a drunk fuck so what do you expect? he could barely walk at the WWDC 07, ffs, and the cocksucker was on stage with bluejean pederast himself, Jeve Stobs, which could count as an embarrasing moment, as clearly none of the two were comfortable sucking cock in front of a large audience so they had to let it pass, (like the wind itself,) which counts as a setback in regards to daily routine.

    1. Re:wait, I know this one by Anonymous Coward · · Score: 0

      I think you have the boss of EA confused with the boss of Oracle: Larry Ellison.

  73. Re:Linux?!? by LKM · · Score: 1

    I had it on my Palm :-)

  74. Why not Lincity? by Britz · · Score: 1

    http://en.wikipedia.org/wiki/Lincity

    Totally useless software for the OLPC and free PR for EA (they were NOT making money on the game any more).

    What is next? Mircosoft donating free Minesweeper to the OLPC and getting press for it?

    1. Re:Why not Lincity? by grumbel · · Score: 1

      Have you ever actually tried to play LinCity? Its ruleset is a complete mess, so is the interface and basically everything else. Simcity is much easier to understand, better designed and simply a much better game overall. It also happens to have some educational value, while I doubt that Lincity has any due to its weird ruleset. Beside, its not EA that thought about donating Simcity, it was the author of the already existing SimCity port for Unix that asked for permission to port it to OLPC and EA seems to have agreed to allow it.

  75. Re:Tag as SLASHVERTISEMENT by l0b0 · · Score: 1

    Well, you very probably learned a whole lot of hand-eye coordination, grammar, spelling, and netiquette, all of which are very useful skills.

  76. Re:Linux?!? by fritsd · · Score: 1

    It's probably forbidden in Germany (I hope). In Dutch it's called "hoofdkaas" nowadays (shudder).

    --
    To be, or not to be: isn't that quite logical, Slashdot Beta?
  77. In 50 years by Lazypete · · Score: 1

    With all that the child that will benefit from the OLPC just might kick our own kids ass in 50 years. What if this project turn those country into super power country and with our kids having more and more problem at school our country turn to emerging nation status! I hope they will remember then, that we gave them all those tools! GO OLPC! That would teach us humility!

  78. Hahaha by Dr.+Spork · · Score: 1
    I actually had to check the ratio of police to civilians to make sure the sarcasm isn't confined to the last part... and I see that it isn't, at least not according to these 2000 figures:

    Portugal: 481 cops per 100,000 citizens
    France: 397 cops per 100,000 citizens
    USA: 238 cops per 100,000 citizens

  79. Re:Tag as SLASHVERTISEMENT by ackthpt · · Score: 1

    A game, used in an unsupervised setting, without any plan: Is just a leisure pursuit. False dichotomy. Leisure pursuits can be great for learning. It's the reason I could code circles around my Electrical Engineering classmates as an undergrad.

    Worked for you, but are you the target demographic for OLPC? I think not. I love all these posts arguing against my view, created by people who also are not the target demographic for OLPC.

    --

    A feeling of having made the same mistake before: Deja Foobar
  80. IMACHEAT by sw1tchd0ct0r · · Score: 1, Insightful

    Someone must consider the socioeconomic ramifications of every child in the third world thinking that they can become rich simply by typing IMACHEAT

  81. OLPC SimCity Demo on YouTube by SimHacker · · Score: 1

    I recorded a demo of OLPC SimCity, and uploaded it to YouTube. Here is the URL, and the credits: http://www.youtube.com/watch?v=EpKhh10K-j0

    OLPC SimCity

    GPL Open Source Code
    "Micropolis" Release

    GUI & OLPC support designed and implemented by Don Hopkins.

    Developed thanks to the generous support of:

    Maxis
    Electronic Arts
    DUX Software
    Sun Microsystems
    Turing Institute
    Kaleida Labs
    OLPC
    John Gilmore
    Internet Archive
    TomTom

    Special thanks to:
    Will Wright
    Jeff Braun
    Mike Perry
    Charles Norman
    John Riccitiello
    Steve Seabolt
    Amanda Taggart
    JoAnn Covington
    Brian Rubin
    Alicia Truby
    Jim Mackraz
    Jamie Doornbos
    Eric Bowman
    Arthur van Hoff
    Dug Scoular
    Bob Adams
    John Ousterhout
    John Gilmore
    Seymour Papert
    Alan Kay
    Mark Weiser
    Ben Shneiderman
    Walter Bender
    SJ Klein
    Mary Lou Jepsen
    Ted Selker
    Mitch Bradley
    Jim Gettys
    Justin McCormick
    Cassidy Wright
    Slats
    Broken Robot
    Professor Johnson
    Kitty Puff Puff
    Misty the WonderBot
    Super ChiBot
    Chia's Little Helper
    (Robot Action
    Combat Cluster
    MultiBot)

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  82. Blog postings about OLPC SimCity and Alan Kay by SimHacker · · Score: 1

    I've just posted a whole bunch of stuff about OLPC SimCity, including some exciting discussion with Alan Kay about eToys, Robot Odyssey, Visual Programming, and teaching kids to program, to my blog:

    http://www.donhopkins.com/drupal

    Here is the flurry of recent posts:

    SimCity Rules: http://www.donhopkins.com/drupal/node/145

    Python Plug-In Technologies for Extending OLPC SimCity: http://www.donhopkins.com/drupal/node/144

    OLPC Visual Programming Languages for Education: http://www.donhopkins.com/drupal/node/143

    Redesigning the SimCity User Interface for the OLPC: http://www.donhopkins.com/drupal/node/142

    Ideas about OLPC SimCity GUI, Turtle Graphics, and Cellular Automata: http://www.donhopkins.com/drupal/node/141

    Discussion with Alan Kay about Visual Programming: http://www.donhopkins.com/drupal/node/140

    Discussion with Alan Kay about Robot Odyssey: http://www.donhopkins.com/drupal/node/139

    SimCity, Robot Odyssey, and Visual Programming: http://www.donhopkins.com/drupal/node/138

    OLPC Visual Programming Language Discussion with Guido van Rossum and Alan Kay: http://www.donhopkins.com/drupal/node/137

    Slashdot OLPC SimCity Discussion: http://www.donhopkins.com/drupal/node/136

    Responding to Alan Kay's criticisms of SimCity: http://www.donhopkins.com/drupal/node/135

    Alan Kay's ideas about SimCity for OLPC: http://www.donhopkins.com/drupal/node/134

    SJ Klein's OLPC Keynote at GDC Serious Games Summit: http://www.donhopkins.com/drupal/node/133

    Alan Kay on Programming Languages: http://www.donhopkins.com/drupal/node/132

    History and Future of OLPC SimCity / Micropolis: http://www.donhopkins.com/drupal/node/131

    GPL Open Source Code of "OLPC SimCity" to be called "Micropolis": http://www.donhopkins.com/drupal/node/130

    SimCity for OLPC (One Laptop Per Child): Applying Papert's Ideas About Constructionist Education and Teaching Kids to Program: http://www.donhopkins.com/drupal/node/129

    Pie Menus for OLPC Sugar User Interface, in Python with GTK, Cairo and Pango modules: http://www.donhopkins.com/drupal/node/128

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